Derive from this class to create an editor window.
Create your own custom editor window that can float free or be docked as a tab, just like the native windows in the Unity interface. Editor windows are typically opened using a menu item.
// JavaScript example: class MyWindow extends EditorWindow { var myString = "Hello World"; var groupEnabled = false; var myBool = true; var myFloat = 1.23; // Add menu named "My Window" to the Window menu @MenuItem ("Window/My Window") static function Init () { // Get existing open window or if none, make a new one: var window = ScriptableObject.CreateInstance.<MyWindow>(); } function OnGUI () { GUILayout.Label ("Base Settings", EditorStyles.boldLabel); myString = EditorGUILayout.TextField ("Text Field", myString); groupEnabled = EditorGUILayout.BeginToggleGroup ("Optional Settings", groupEnabled); myBool = EditorGUILayout.Toggle ("Toggle", myBool); myFloat = EditorGUILayout.Slider ("Slider", myFloat, -3, 3); EditorGUILayout.EndToggleGroup (); } }
// C# example: using UnityEngine; using UnityEditor; public class MyWindow : EditorWindow { string myString = "Hello World"; bool groupEnabled; bool myBool = true; float myFloat = 1.23f; // Add menu named "My Window" to the Window menu [MenuItem ("Window/My Window")] static void Init () { // Get existing open window or if none, make a new one: MyWindow window = (MyWindow)EditorWindow.GetWindow (typeof (MyWindow)); } void OnGUI () { GUILayout.Label ("Base Settings", EditorStyles.boldLabel); myString = EditorGUILayout.TextField ("Text Field", myString); groupEnabled = EditorGUILayout.BeginToggleGroup ("Optional Settings", groupEnabled); myBool = EditorGUILayout.Toggle ("Toggle", myBool); myFloat = EditorGUILayout.Slider ("Slider", myFloat, -3, 3); EditorGUILayout.EndToggleGroup (); } }
focusedWindow | The EditorWindow which currently has keyboard focus. (Read Only) |
mouseOverWindow | The EditorWindow currently under the mouse cursor. (Read Only) |
autoRepaintOnSceneChange | Does the window automatically repaint whenever the scene has changed? |
maximized | Is this window maximized. |
maxSize | The maximum size of this window. |
minSize | The minimum size of this window. |
position | The position of the window in screen space. |
title | The title of this window. |
wantsMouseMove | Does the GUI in this editor window want MouseMove events? |
BeginWindows | 全てのポップアップウィンドウを表示するための開始領域をマークします |
Close | エディタウィンドウを閉じます |
EndWindows | EditorWindow.BeginWindowsで開始したウィンドウグループを閉じます |
Focus | エディタウィンドウにキーボードフォーカスを当てます |
RemoveNotification | Stop showing notification message. |
Repaint | Make the window repaint. |
SendEvent | Sends an Event to a window. |
Show | Show the EditorWindow. |
ShowAsDropDown | Show window with dropdown behaviour (e.g. window is closed when it loses focus) and having. |
ShowAuxWindow | Show the editor window in the auxiliary window. |
ShowNotification | Show a notification message. |
ShowPopup | Used for popup style windows. |
ShowUtility | Show the EditorWindow as a floating utility window. |
FocusWindowIfItsOpen | エディタウィンドウが開いている場合に探し出し、最初に見つけたものにフォーカスを当てます。 |
GetWindow | 現在画面上にある t タイプの最初に見つけたEditorWindowを返します。 |
GetWindowWithRect | 現在画面上にある t タイプの最初に見つけたEditorWindowを返します。 |
OnDestroy | OnDestroy is called when the EditorWindow is closed. |
OnFocus | Called when the window gets keyboard focus. |
OnGUI | Implement your own editor GUI here. |
OnHierarchyChange | Called whenever the scene hierarchy has changed. |
OnInspectorUpdate | OnInspectorUpdate is called at 10 frames per second to give the inspector a chance to update. |
OnLostFocus | Called when the window loses keyboard focus. |
OnProjectChange | Called whenever the project has changed. |
OnSelectionChange | Called whenever the selection has changed. |
Update | Called 100 times per second on all visible windows. |
GetInstanceID | Returns the instance id of the object. |
ToString | ゲームオブジェクトの名前を返します |
Destroy | ゲームオブジェクト、コンポーネントやアセットを削除します |
DestroyImmediate | 直ちにオブジェクトを破壊する。ですが、Destroy関数の方を使うことを推奨します |
DontDestroyOnLoad | 新しいシーンを読み込んでもオブジェクトが自動で破壊されないように設定します |
FindObjectOfType | タイプから最初に見つけたアクティブのオブジェクトを返します |
FindObjectsOfType | タイプから見つけた全てのアクティブのオブジェクト配列を返します |
Instantiate | original のオブジェクトをクローンします |
CreateInstance | /className/ からScriptableObjectクラスのインスタンスを作成します |
bool | オブジェクトが存在するかどうか |
operator != | 二つのオブジェクトが異なるオブジェクトを参照しているか比較します |
operator == | 二つのオブジェクトが同じオブジェクトを参照しているか比較します |